Ashland Lake Gun Club

Tactical Shotgun Rules

1. Tactical Shotgun Classes:

A properly configured shotgun is an awesome weapon in the hands of a skilled user. It has numerous civilian, law enforcement and military applications. Due to its popularity as a hunting gun, a shotgun of some type can be found in the homes of most gun owners. For purposes of competition, the various configurations have been broken up into four classes: Riot Gun – Pump, Riot Gun – Auto, Enhanced Shotgun – Pump and Enhanced Shotgun – Auto.

The Riot Gun classes are of the basic configuration generally used for law enforcement, home defense and military applications. These are typically short barreled, extended magazine capacity shotguns. Recoil reduction modifications and accessories, such as porting, compensators and recoil reducers are not allowed in this class. This is not because they aren't "tactically sound", but purely for competition reasons. The "typical" shotgun for this class is the Remington 870 shotgun, with 18 ½" barrel, 2 round magazine extension and rifle or ghost ring sights. Barrels of up to 21" are allowed in this class to accommodate the 20" Mossberg M590 and the numerous 21" Remington slug barrels. In other words, you can take your plain Remington deer gun, add a magazine extension, and you are ready to go. Magazine capacity has been normalized to that of the Remington 870 with a two round magazine extension (6 + 1). Shotguns with higher capacities must download.

The Enhanced Shotgun classes were designed to accommodate virtually everything else. Most of the features that place a shotgun in this class make them easier and faster to shoot, because of weight, recoil reduction modifications and longer barrels / sight radii. This class accommodates the "Three Gun" competition type shotguns, such as the Benelli M1 Super 90 Practical, in addition to standard field guns, which have longer barrels (28" max). In other words, you can take your Remington 870 / 1100 pheasant / rabbit gun, add an extended magazine, and you are ready to go.

A fifth class is being considered, "Entry Gun" Class. These would be short barreled (NFA), short magazine guns. This class would be very similar to the Riot Gun classes, but barrels must be less than 18" and may only be loaded to 4 + 1. Quite a few LEO's have these weapons and they are truly the ideal weapons for many tactical situations. In general, we usually only have one or two shooters in any given match with these guns, so we lump them in with the Riot Gun classes. However, if there are sufficient shooters to justify it, we will break them out into their own class.

1.1 Riot Gun - Pump:

  • 1.1.1. Pump-actions only
  • 1.1.2. 10 or 12 ga.
  • 1.1.3. 21" barrel maximum, smooth bore only, any choke (all NFA rules apply for barrel lengths less than 18")
  • 1.1.4. No porting, compensators or other recoil reduction devices, such as: weights, spring systems, mercury tubes, etc., may be used. (NFA guns with barrels under 18" may be ported.)
  • 1.1.5. Iron sights only, no optics
  • 1.1.6. Guns may be loaded to a maximum of 6 + 1 rounds, standard tubular magazines only.
  • 1.1.7. The use of speed loader tubes is not allowed in this class.
  • 1.1.8. The use of a sling may be required for some matches.

1.2 Riot Gun - Auto:

  • 1.2.1. Auto-loaders only
  • 1.2.2. 10 or 12 ga.
  • 1.2.3. 21" barrel maximum, smooth bore only, any choke (all NFA rules apply for barrel lengths less than 18")
  • 1.2.4. No porting, compensators or other recoil reduction devices, such as: weights, spring systems, mercury tubes, etc., may be used. (NFA guns with barrels under 18" may be ported.)
  • 1.2.5. Iron sights only, no optics
  • 1.2.6. Guns may be loaded to a maximum of 6 + 1 rounds, standard tubular magazines only.
  • 1.2.7. The use of speed loader tubes is not allowed in this class.
  • 1.2.8. The use of a sling may be required for some matches.

1.3. Enhanced Shotgun - Pump:

  • 1.3.1. Pump-actions only
  • 1.3.2. 10, 12 ga., or 20 ga. (see ammo restrictions)
  • 1.3.3. 28" barrel maximum (including compensators), smooth bore only, any choke (all NFA rules apply for barrel lengths less than 18")
  • 1.3.4. Porting and compensators are allowed. Other recoil reduction devices may be used as long as they are contained within the stock, receiver or magazine tube. For example, a mercury or spring-recoil reduction system that is contained with the stock is allowed, an external, clamp-on weight or mercury tube is NOT allowed.
  • 1.3.5. Iron sights, optical or electronic sights are allowed. Note: if optical or electronic sights are used, they must be quick detachable without the use of tools and the gun must be equipped with back-up iron sights (a front bead is sufficient) OR have auxiliary iron sights which are mounted outside of the optic sight's field of view. For example, many optical sight mounts have large thumbwheels or levers, which can be loosened by hand. These are considered "quick detachable". Another allowable example is the ACOG sight with auxiliary iron sights mounted on top of the scope tube.
  • 1.3.6. Guns may be loaded to a maximum of 8 + 1 rounds, box magazines allowed.
  • 1.3.7. The use of speed loader tubes is allowed in this class.
  • 1.3.8. The use of a sling may be required for some matches.

1.4. Enhanced Shotgun - Auto:

  • 1.4.1. Auto-loaders only
  • 1.4.2. 10, 12 ga., or 20 ga. (see ammo restrictions)
  • 1.4.3. 28" barrel maximum (including compensators), smooth bore only, any choke (all NFA rules apply for barrel lengths less than 18")
  • 1.4.4. Porting and compensators are allowed. Other recoil reduction devices may be used as long as they are contained within the stock, receiver or magazine tube. For example, a mercury or spring-recoil reduction system that is contained with the stock is allowed, an external, clamp-on weight or mercury tube is NOT allowed.
  • 1.4.5. Iron sights, optical or electronic sights are allowed. Note: if optical or electronic sights are used, they must be quick detachable without the use of tools and the gun must be equipped with back-up iron sights (a front bead is sufficient) OR have auxiliary iron sights which are mounted outside of the optic sight's field of view. For example, many optical sight mounts have large thumbwheels or levers, which can be loosened by hand. These are considered "quick detachable". Another allowable example is the ACOG sight with auxiliary iron sights mounted on top of the scope tube.
  • 1.4.6. Guns may be loaded to a maximum of 8 + 1 rounds, box magazines allowed.
  • 1.4.7. The use of speed loader tubes is allowed in this class.
  • 1.4.8. The use of a sling may be required for some matches.
A summary chart of these classes can be found here.

1.5. Please note that if a shotgun has ANY of the items listed in the Enhanced Tactical Shotgun classes, it will not qualify for the Riot Gun classes.

2. Ammunition and Carriers (The following rules apply to all classes):

2.1. Ammunition Requirements:
  • 2.1.1. Riot Gun – Pump / Auto - Full power buckshot (e.g.: 9 pellet 00, 16 pellet #1, 27 pellet #4, all with MAX dram equivalent powder charge) and 1 oz (minimum) rifled slugs will be the standard loads for the Riot Gun divisions. Heavy birdshot loads may substituted if they meet the following requirements: 1 ¼ oz. or heavier shot charge of #6 or larger LEAD birdshot AND 3 ¼ or heavier dram equivalent of powder. Typically, birdshot loads marketed as "hi-brass" or "heavy field" loads meet these requirements. Shot charge weight and dram equivalent powder charge is usually noted on the outside of the box. It should be noted that many of these birdshot loads, although acceptable for competition, do not knock over Pepper Poppers as well as the better buckshot loads. Shooters who choose to use birdshot loads accept the risk that their ammo may not be as effective as buckshot in competition.
  • 2.1.2. Enhanced Tactical Shotgun – Pump / Auto – Full power buckshot or the allowable birdshot substitutes are the preferred ammunition for this division. However, "tactical" or "reduced recoil" buckshot will also be allowed, but only in the Enhanced Tactical Shotgun divisions. In addition, any buckshot or birdshot load (#6 birdshot minimum), including 20 ga., whose published ballistics meet or exceed a power factor of 545,000 (shot weight in grains X velocity in fps) may be used in the Enhanced Tactical Shotgun divisions. Factory published data (shot weight and velocity) must be presented to the match directors for any ammunition that does not meet the 1 ¼ oz - 3 ¼ dram standards of "full power" loads in section 2.1.1. For example, Remington's 20 ga. #3 buckshot, 20-pellet load exceeds the power factor of many 12 ga "tactical buckshot" loads, according to factory published data, so it is usable in the Enhanced classes. If a shooter is competing with a gun that would otherwise be classified as a Riot Gun Pump / Auto, but is using "tactical" or "reduced recoil" buckshot, or allowable 20 ga. ammo, they will be bumped into the appropriate Enhanced Tactical Shotgun division. "Tactical" slugs will also be allowed in the Enhanced Tactical Shotgun divisions. "Shorty" ammo, like the type made by Aguila will not be allowed.
  • 2.1.3. Note: Ladies will be accommodated to the extent that it is possible, so that they can take part in this physically demanding competition. This includes allowing any safe ammunition that would not normally qualify for competition. Contact the directors for details.
2.2. Ammunition required for different target types: It is very important that the shooter always be aware of the type of ammunition loaded in his gun. In general, buckshot will be required for steel targets and slugs will be required for paper targets. This will be specified in the course descriptions and clarified wherever needed by the Match Director / Safety Officer. If a shooter engages a target requiring a slug with a buckshot load, it will be scored as a miss. If a shooter engages a target requiring a buckshot load with a slug, it will be scored as a miss. If a shooter hits a steel target with a slug, he may be given a procedural penalty or disqualified at the Match Director's discretion. A fine may be levied for damage done to steel targets hit by slugs. It is the responsibility of the course designer to minimize the likelihood of this happening through well thought-out course design.

2.3. Spare ammunition carried on the shooter's body must be carried in a practical and relatively secure manner. For example: chest bandoliers, waist belt bandoliers, Choate belt carriers, tactical assault vests, wrist cuffs, etc. If you are unsure about your carry method, contact the match director prior to the match for clarification.

2.4. Spare ammunition may also be carried on the gun by using speed-feed stocks, receiver "side-saddles", butt stock cuffs or in loops on a sling. NOTE: If you choose to use an ammo carrier attached to the gun, it must be attached to the gun and loaded during ALL stages of a match. It does not make sense to have an ammo carrier that is only used sometimes, but not others. In the real world, you will rarely know what you are facing ahead of time. For this reason, butt-cuffs or any other ammo carrier that may impede weak-side shoulder shooting, are strongly discouraged. In addition, your match directors will look dimly upon shooters that use certain ammo carriers for some matches, but not others, depending on the course of fire. Pick something that is going to work all of the time, and stick with it

2.5. Spare ammunition may not be carried in Trap / Skeet type belt pouches. Carrying ammo in large, unsecured or open-top clothing pockets (for example, un-buttoned cargo pockets on BDU's) is not encouraged, but is allowed. Please note that ammo carry method may be specified for any individual shooting string (for example everyone uses the same method, such as ammo is located in a coffee can, etc.).

3. Reloading:

3.1. Unless otherwise specified, the default method for reloading will be the Ready Position Reload.
3.2. The Ready Position Reload: The function of the Ready Position Reload is to keep the gun in a position relatively close to the shooting position, while reloading. In other words, "right-side up", with the butt at the shoulder, or very close to the shoulder. The intent here is to require a type of reload that is more "tactically correct" under most circumstances, even though it may not be the "fastest" way to completely load a gun that is empty. When using this type of reload, the shooter can very quickly get his gun back into action when confronted by a hostile combatant. In many cases, shooters often reload their shotguns by bringing the gun down from the shoulder, flipping it over to expose the loading port, and quickly filling the magazine, using the strong hand. Although this is very fast, the shooter is entirely vulnerable if a bad guy were to come around the corner. With the Ready Position Reload, the shooter at least has the gun and strong hand in a position to "threaten" a hostile combatant, if not shoot him outright, one-handed. Due to the many differences in operation from gun to gun (especially with certain auto-loaders), this type of reload could be very difficult to perform if the gun must be cleared of one type of ammo and loaded with another. Hence, the shooter will be allowed to do whatever he needs to do to get his gun back into action when changing to a different ammo type.
  • 3.2.1. Preferred method: The shooter maintains a "shooting grip" on the grip area of the butt (finger out of the trigger guard) with the strong hand while holding the butt into the shoulder. The muzzle may be pointed slightly above or below horizontal, but should be pointed in the general direction of possible threats (and, of course, in a safe direction). The shooter then loads the chamber and / or magazine with the weak hand. The gun's action may be tilted from side-to-side, but should never be turned to the point that the loading port of the magazine is facing "up".
  • 3.2.2. Due to the fact that some shooters lack the upper body strength to easily carry out the preferred method, the following two variations are also allowed:
    • · Rather than holding the butt to the shoulder, the shooter can bring the gun down slightly, bringing the butt into the armpit area.
    • · The shooter may hold the shotgun against his shoulder by gripping the fore-end with the weak hand, applying pressure back towards the shoulder. Reloading is then done with the strong hand.
    • 3.3. If the chamber is unloaded or has a spent shell in it, the very first round of the Ready Position Reload must be loaded directly into the chamber, or loaded into the magazine and immediately loaded into the chamber by working the action. This must be done before any additional rounds are loaded into the magazine.
3.4. In the event that the slide release must be pressed, or a jam must be cleared, the shooter may un-shoulder the shotgun until the situation is resolved, then bring it back to the shoulder and resume the reload.
3.5. This reload will be specified under most circumstances where a shooter is reloading or topping off his magazine "on the clock", especially when there are more threat targets to neutralize, or if it is unknown if any threat targets remain. When transitioning from buckshot to slugs or vice versa, this reload type is not required and the shooter may use whatever method he chooses. This type of reload is called a Transition Reload. It is suggested that the shooter think ahead and place his spare ammunition in a location that will be accessible during this type of reload.
3.6. Speedloaders may be used for a Ready Position Reload in Enhanced Shotgun classes, but the gun must remain in the position dictated by the Ready Position Reload during the entire reloading sequence. For Transition Reloads, the gun does not have to be held in the Ready Position Reload position.
3.7. Using any other type of reload when a Ready Position Reload is specified will result in a procedural penalty.
3.8. If a reload is being executed from behind cover, the shooter may not leave cover until the gun is loaded with at least FOUR rounds. This requirement only pertains to situations where the shooter is leaving cover, on the clock, to engage more targets.

4. Starting Positions / Gun Conditions:

Tactical Shotguns can be used in many different ways and in many different scenarios. Because of this, the following starting positions are recommended in Courses of Fire.
4.1. Hip Ready: In this starting position, the gun is LOADED and the safety is OFF. The gun is held at waist level, muzzle forward (down range). Hands are placed on the fore-end and butt stock approximately the way they would be in a firing position. Finger is outside of the trigger guard.
4.2. Shouldered - Low Ready: In this starting position, the gun is LOADED and the safety is OFF. The gun is held with both hands gripping the gun in a firing position, with the butt against the shoulder and the muzzled depressed towards the ground at 45 degrees. Finger is outside of the trigger guard.
4.3. Slung – In this starting position, the gun is LOADED and the safety is ON. The gun can be slung conventionally, on either shoulder, muzzle up or muzzle down. "Tactical" slings which position the shotgun "hanging" in front of the shooter's torso are allowed, but the muzzle direction must be controlled by the shooter and kept pointed in a safe direction. Arms will be hanging naturally.
4.4. Racked – In this starting position, the gun is LOADED and the safety is ON. The gun is put in a gun rack, or otherwise secured in a position off of the shooter's body. This starting position would be used in many scenarios where the condition of surprise is being simulated.
4.5. Cruiser Ready – In this starting position, the magazine is LOADED, but the chamber is EMPTY, the hammer is down and the safety is OFF. This gun is put in a rack or otherwise secured in a position off of the shooter's body.
4.6. Unloaded – In this starting position, the gun is UN-LOADED and the safety is OFF, with the ACTION OPEN. The gun is put in a rack or otherwise secured in a position off of the shooter's body.
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